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Wasd jump updown mouselook #23

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4 changes: 3 additions & 1 deletion .gitignore
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
.ipynb_checkpoints/

[Ll]ibrary/
[Tt]emp/
[Oo]bj/
Expand Down Expand Up @@ -40,4 +42,4 @@ sysinfo.txt

*.idea/

*Sirenix/Demos**
*Sirenix/Demos**
174 changes: 174 additions & 0 deletions .ipynb_checkpoints/gitattributes-checkpoint
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# Treat everything not text if not specified
# Avoid crlf messing up things like .asset and ProjectSettings (But we'd like to diff so we do not assign binary[-text -diff] tag)
# You should never do line ending conversion on .asset, .asset could be CRLF(ProjectSettings) LF(Tile set config) or binary even if forced text(Lighting and Terrain Data)
* -text

# Unity visible meta is LF regardless of created platform
*.meta text eol=lf

# All extensions are specified in lower cases
# [git config core.ignorecase true] is assumed.
# The projects are going to be developed across OSX and Windows, if we allow OSX user to commit file names only differ in capitalization.
# These files will prevent Windows users to pull


# Human authored code
# Files with auto crlf conversion, auto crlf is painful to get right
# But we need it to avoid committing files with all line endings changed by text editor
# Such commit will cripple [git blame]
# We decided to force lf across platforms now for adding code as source hash calculation input
# And we'd like source code having the same binary across Windows and macOS so that the souce hash would be calculated the same
*.cs text eol=lf
*.json text eol=lf

# ShaderLab
*.cginc text eol=lf
*.shader text eol=lf

# Gradle property
*.properties text eol=lf

# AndroidManifest and other XML files
*.xml text eol=lf

# iOS plugin possible extensions
*.h text eol=lf
*.c text eol=lf
*.cpp text eol=lf
*.m text eol=lf
*.mm text eol=lf

# NeXTSTEP property list
*.plist text eol=lf

# GitLab and other services config
*.yml text eol=lf
*.toml text eol=lf

# LFS
# We intentionally NOT LFS tracking .prefab and .unity(Unity scene) in order to diff
# We also intentionally not assign YAMLMerge as diff and merge to them, it does not work

# Library
*.dll filter=lfs diff=lfs merge=lfs
*.jar filter=lfs diff=lfs merge=lfs
*.aar filter=lfs diff=lfs merge=lfs
*.srcaar filter=lfs diff=lfs merge=lfs
*.so filter=lfs diff=lfs merge=lfs
*.lib filter=lfs diff=lfs merge=lfs
*.a filter=lfs diff=lfs merge=lfs
*.dylib filter=lfs diff=lfs merge=lfs
*.swiftmodule filter=lfs diff=lfs merge=lfs
*.swiftdoc filter=lfs diff=lfs merge=lfs
*.bundle filter=lfs diff=lfs merge=lfs

# Debug information, really should not get committed into repository
# Program database
*.pdb filter=lfs diff=lfs merge=lfs
# Program database for Mono
*.mdb filter=lfs diff=lfs merge=lfs

# Linking information, really should not get committed into repository
*.ilk filter=lfs diff=lfs merge=lfs

# Executable
*.exe filter=lfs diff=lfs merge=lfs

# Unity
LightingData.asset filter=lfs diff=lfs merge=lfs
*.cubemap filter=lfs diff=lfs merge=lfs

# Texture
*.bmp filter=lfs diff=lfs merge=lfs
*.gif filter=lfs diff=lfs merge=lfs
*.png filter=lfs diff=lfs merge=lfs
*.jpg filter=lfs diff=lfs merge=lfs
*.jpeg filter=lfs diff=lfs merge=lfs
# Commiting PSD to Unity is not recommended (long import time)
*.psd filter=lfs diff=lfs merge=lfs
*.ai filter=lfs diff=lfs merge=lfs
*.tga filter=lfs diff=lfs merge=lfs
*.tif filter=lfs diff=lfs merge=lfs
*.tiff filter=lfs diff=lfs merge=lfs
*.exr filter=lfs diff=lfs merge=lfs
*.hdr filter=lfs diff=lfs merge=lfs
*.svg filter=lfs diff=lfs merge=lfs
# GIMP eXperimental Computing Facility
*.xcf filter=lfs diff=lfs merge=lfs
# Clip Studio Paint
*.clip filter=lfs diff=lfs merge=lfs
# Substance
*.sbs filter=lfs diff=lfs merge=lfs
*.spp filter=lfs diff=lfs merge=lfs
*.sbsar filter=lfs diff=lfs merge=lfs
# https://substance3d.adobe.com/documentation/bake/what-are-assbin-files-172824370.html
*.assbin filter=lfs diff=lfs merge=lfs


# Shader
# Unity shader graph, almost unreadable text file
*.shadersubgraph filter=lfs diff=lfs merge=lfs

# Model
*.fbx filter=lfs diff=lfs merge=lfs
# 3ds Max
*.max filter=lfs diff=lfs merge=lfs
# Maya
*.ma filter=lfs diff=lfs merge=lfs
*.mb filter=lfs diff=lfs merge=lfs
# Wavefront .obj
*.obj filter=lfs diff=lfs merge=lfs
# ZBrush
*.ztl filter=lfs diff=lfs merge=lfs
*.zpr filter=lfs diff=lfs merge=lfs
# Blender
*.blend filter=lfs diff=lfs merge=lfs

# Audio
*.aif filter=lfs diff=lfs merge=lfs
*.aiff filter=lfs diff=lfs merge=lfs
*.mp3 filter=lfs diff=lfs merge=lfs
*.wav filter=lfs diff=lfs merge=lfs
*.wma filter=lfs diff=lfs merge=lfs
*.ogg filter=lfs diff=lfs merge=lfs
# Wwise sound bank
*.bnk filter=lfs diff=lfs merge=lfs
# Wwise work units .wwu and Wwise project .wproj are readable XML, not LFS for now

# Animation
# Spine animation binary export
*.skel.bytes filter=lfs diff=lfs merge=lfs
# Unity animation is serialized as text under Force Text but unreadable
*.anim filter=lfs diff=lfs merge=lfs
# 3ds Max XML Animation File
*.xaf filter=lfs diff=lfs merge=lfs

# Movie
*.mp4 filter=lfs diff=lfs merge=lfs
*.mov filter=lfs diff=lfs merge=lfs

# Font
*.ttf filter=lfs diff=lfs merge=lfs
*.otf filter=lfs diff=lfs merge=lfs

# Document
*.doc filter=lfs diff=lfs merge=lfs
*.docx filter=lfs diff=lfs merge=lfs
*.pdf filter=lfs diff=lfs merge=lfs
*.rtf filter=lfs diff=lfs merge=lfs
*.chm filter=lfs diff=lfs merge=lfs

# Spreadsheet
*.xls filter=lfs diff=lfs merge=lfs
*.xlsx filter=lfs diff=lfs merge=lfs

# Misc, consider remove them from repository
*.7z filter=lfs diff=lfs merge=lfs
*.zip filter=lfs diff=lfs merge=lfs
*.rar filter=lfs diff=lfs merge=lfs
*.unitypackage filter=lfs diff=lfs merge=lfs
*.nupkg filter=lfs diff=lfs merge=lfs
# 3ds Max plugin
*.dlu filter=lfs diff=lfs merge=lfs
# SQLite database
*.db filter=lfs diff=lfs merge=lfs
8 changes: 8 additions & 0 deletions DarkFlow/Assets/Editor.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

54 changes: 54 additions & 0 deletions DarkFlow/Assets/Editor/FindMissingScripts.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,54 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class FindMissingScripts : EditorWindow
{
[MenuItem("Window/Find Missing Scripts")]
public static void ShowWindow()
{
EditorWindow.GetWindow(typeof(FindMissingScripts));
}

public void OnGUI()
{
if (GUILayout.Button("Find Missing Scripts in Selected GameObjects"))
{
FindInSelected();
}
}

private static void FindInSelected()
{
GameObject[] go = Selection.gameObjects;
List<GameObject> objectsWithMissingScripts = new List<GameObject>();
foreach (GameObject g in go)
{
Component[] components = g.GetComponents<Component>();
foreach (Component c in components)
{
if (c == null)
{
objectsWithMissingScripts.Add(g);
Debug.Log("Missing script found in: " + FullPath(g), g);
}
}
}

if (objectsWithMissingScripts.Count > 0)
{
Debug.Log("Found " + objectsWithMissingScripts.Count + " GameObjects with missing scripts.", objectsWithMissingScripts[0]);
}
else
{
Debug.Log("No GameObjects with missing scripts found in selection.");
}
}

private static string FullPath(GameObject go)
{
return go.transform.parent == null
? go.name
: FullPath(go.transform.parent.gameObject) + "/" + go.name;
}
}
11 changes: 11 additions & 0 deletions DarkFlow/Assets/Editor/FindMissingScripts.cs.meta

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8 changes: 8 additions & 0 deletions DarkFlow/Assets/Input.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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